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Attempted to write a GLSL shader for environment mapping. It works, though with some graphical artifacts. When I turn around, I see a seam in the environment map (texture is tileable), and when I look up, I see a strange type of artifact that looks much like.. well.. hard to describe.. it looks like when you apply the UV Mapping type "circular" to a mesh in 3D Studio Max... anyways, it looks weird.
Here is the fragment shader (where all the magic is done). If anyone sees anything out of the ordinary, let me know.